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 Post subject: Gras Vegetation
PostPosted: Thu Oct 20, 2005 12:11 am 
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Graphicanissimus
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Joined: Tue Apr 27, 2004 9:56 pm
Posts: 252
Location: the other side of the moon
click to enlarge the following four new screenshots :)
they were created with Version 1.1.8.
i hope you like 'em

for more screenshots please visit our Gallery.
1)
Image

2)
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3)
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4)
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 Post subject: Re: Gras Vegetation
PostPosted: Fri May 15, 2009 3:55 am 
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Joined: Wed May 13, 2009 3:31 am
Posts: 28
I like the skybox, nice.


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 Post subject: Re: Gras Vegetation
PostPosted: Sat Jun 06, 2009 3:39 pm 
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Joined: Tue Dec 30, 2008 2:40 am
Posts: 32
Wonderful, I would say ....


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 Post subject: Re: Gras Vegetation
PostPosted: Fri Jun 19, 2009 1:16 pm 
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Joined: Sat May 16, 2009 9:18 pm
Posts: 1
I like the 2nd one the best


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 Post subject: Re: Gras Vegetation
PostPosted: Thu Sep 09, 2010 4:42 pm 
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Joined: Tue Sep 07, 2010 9:02 pm
Posts: 1
Location: UK
Grass looks nice, but it all points upwards, which makes it look a little artificial. I assume it's possible to randomize the normals of the planes(?) that make up the grass a little to give it a more natural look? Though I suppose that would lead to intersections- still I think it'd be worth it.


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 Post subject: Re: Gras Vegetation
PostPosted: Sat Sep 18, 2010 5:18 pm 
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Programmierdochfix
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Joined: Tue Apr 27, 2004 12:53 pm
Posts: 891
Location: Braunschweig
PnPTC only generates the distribution of grasses and relies on a grass rendering plugin to display them. This is by default a system using simple mesh files. Theoretically it would of course be possible to change the orientation of it. But I don't think that would look buch better. If you use a more realistic grass rendering system with an own Plugin, this can be improved.


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 Post subject: Re: Gras Vegetation
PostPosted: Wed Nov 02, 2011 5:48 am 
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Joined: Sat Oct 29, 2011 1:57 pm
Posts: 3
I was recently able to obtain the iCube iGrass models; I have been wanting to test several of their models in a scene of mine after seeing the models used in other projects posted on the site and being pleasantly surprised by their quality. However, now that I have used them to populate a grass field in my scene, I have learned that a small test render, with no materials applied, is taking over 52 hours to complete. As a comparison, a vary proxy scatter consisting of custom modeled plants takes only 10 minutes. As I did more search, I realized that one plant model consists of over 300 vertices as opposed to custom model grass blade consisting of 10.

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 Post subject: Re: Gras Vegetation
PostPosted: Sun Nov 06, 2011 10:33 pm 
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Programmierdochfix
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Joined: Tue Apr 27, 2004 12:53 pm
Posts: 891
Location: Braunschweig
iGrass really looks nice. But it is definetly no suitable for real time rendering.
It is intendet to be used for high quality visualization like architecture design.


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